mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-04-28 21:38:03 +03:00
536 lines
18 KiB
C++
536 lines
18 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_hints.h"
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#include "SDL3/SDL_init.h"
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#include "SDL3/SDL_properties.h"
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#include "SDL3/SDL_timer.h"
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#include "SDL3/SDL_video.h"
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#include "common/assert.h"
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#include "common/config.h"
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#include "common/elf_info.h"
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#include "core/debug_state.h"
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#include "core/libraries/kernel/time.h"
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#include "core/libraries/pad/pad.h"
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#include "imgui/renderer/imgui_core.h"
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#include "input/controller.h"
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#include "input/input_handler.h"
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#include "input/input_mouse.h"
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#include "sdl_window.h"
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#include "video_core/renderdoc.h"
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#ifdef __APPLE__
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#include "SDL3/SDL_metal.h"
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#endif
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namespace Input {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
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using OPBDO = OrbisPadButtonDataOffset;
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switch (button) {
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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return OPBDO::Down;
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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return OPBDO::Up;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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return OPBDO::Left;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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return OPBDO::Right;
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return OPBDO::Cross;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return OPBDO::Triangle;
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case SDL_GAMEPAD_BUTTON_WEST:
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return OPBDO::Square;
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case SDL_GAMEPAD_BUTTON_EAST:
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return OPBDO::Circle;
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case SDL_GAMEPAD_BUTTON_START:
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return OPBDO::Options;
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case SDL_GAMEPAD_BUTTON_TOUCHPAD:
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return OPBDO::TouchPad;
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case SDL_GAMEPAD_BUTTON_BACK:
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return OPBDO::TouchPad;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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return OPBDO::L1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return OPBDO::R1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK:
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return OPBDO::L3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
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return OPBDO::R3;
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default:
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return OPBDO::None;
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}
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}
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static SDL_GamepadAxis InputAxisToSDL(Axis axis) {
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switch (axis) {
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case Axis::LeftX:
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return SDL_GAMEPAD_AXIS_LEFTX;
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case Axis::LeftY:
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return SDL_GAMEPAD_AXIS_LEFTY;
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case Axis::RightX:
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return SDL_GAMEPAD_AXIS_RIGHTX;
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case Axis::RightY:
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return SDL_GAMEPAD_AXIS_RIGHTY;
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case Axis::TriggerLeft:
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return SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
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case Axis::TriggerRight:
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return SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
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default:
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UNREACHABLE();
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}
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}
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SDLInputEngine::~SDLInputEngine() {
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if (m_gamepad) {
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SDL_CloseGamepad(m_gamepad);
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}
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}
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void SDLInputEngine::Init() {
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if (m_gamepad) {
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SDL_CloseGamepad(m_gamepad);
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m_gamepad = nullptr;
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}
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int gamepad_count;
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SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
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if (!gamepads) {
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LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
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return;
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}
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if (gamepad_count == 0) {
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LOG_INFO(Input, "No gamepad found!");
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SDL_free(gamepads);
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return;
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}
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LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count);
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m_gamepad = SDL_OpenGamepad(gamepads[0]);
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if (!m_gamepad) {
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LOG_ERROR(Input, "Failed to open gamepad 0: {}", SDL_GetError());
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SDL_free(gamepads);
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return;
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}
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SDL_Joystick* joystick = SDL_GetGamepadJoystick(m_gamepad);
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Uint16 vendor = SDL_GetJoystickVendor(joystick);
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Uint16 product = SDL_GetJoystickProduct(joystick);
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bool isDualSense = (vendor == 0x054C && product == 0x0CE6);
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LOG_INFO(Input, "Gamepad Vendor: {:04X}, Product: {:04X}", vendor, product);
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if (isDualSense) {
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LOG_INFO(Input, "Detected DualSense Controller");
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}
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if (Config::getIsMotionControlsEnabled()) {
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if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, true)) {
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m_gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_GYRO);
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LOG_INFO(Input, "Gyro initialized, poll rate: {}", m_gyro_poll_rate);
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} else {
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LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad, error: {}",
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SDL_GetError());
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SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, false);
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}
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if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, true)) {
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m_accel_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_ACCEL);
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LOG_INFO(Input, "Accel initialized, poll rate: {}", m_accel_poll_rate);
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} else {
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LOG_ERROR(Input, "Failed to initialize accel controls for gamepad, error: {}",
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SDL_GetError());
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SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, false);
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}
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}
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SDL_free(gamepads);
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int* rgb = Config::GetControllerCustomColor();
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if (isDualSense) {
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if (SDL_SetJoystickLED(joystick, rgb[0], rgb[1], rgb[2]) == 0) {
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LOG_INFO(Input, "Set DualSense LED to R:{} G:{} B:{}", rgb[0], rgb[1], rgb[2]);
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} else {
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LOG_ERROR(Input, "Failed to set DualSense LED: {}", SDL_GetError());
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}
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} else {
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SetLightBarRGB(rgb[0], rgb[1], rgb[2]);
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}
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}
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void SDLInputEngine::SetLightBarRGB(u8 r, u8 g, u8 b) {
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if (m_gamepad) {
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SDL_SetGamepadLED(m_gamepad, r, g, b);
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}
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}
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void SDLInputEngine::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (m_gamepad) {
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const auto low_freq = (smallMotor / 255.0f) * 0xFFFF;
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const auto high_freq = (largeMotor / 255.0f) * 0xFFFF;
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SDL_RumbleGamepad(m_gamepad, low_freq, high_freq, -1);
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}
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}
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State SDLInputEngine::ReadState() {
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State state{};
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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// Buttons
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for (u8 i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
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auto orbisButton = SDLGamepadToOrbisButton(i);
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if (orbisButton == OrbisPadButtonDataOffset::None) {
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continue;
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}
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state.OnButton(orbisButton, SDL_GetGamepadButton(m_gamepad, (SDL_GamepadButton)i));
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}
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// Axes
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for (int i = 0; i < static_cast<int>(Axis::AxisMax); ++i) {
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const auto axis = static_cast<Axis>(i);
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const auto value = SDL_GetGamepadAxis(m_gamepad, InputAxisToSDL(axis));
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switch (axis) {
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case Axis::TriggerLeft:
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case Axis::TriggerRight:
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state.OnAxis(axis, GetAxis(0, 0x8000, value));
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break;
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default:
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state.OnAxis(axis, GetAxis(-0x8000, 0x8000, value));
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break;
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}
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}
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// Touchpad
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if (SDL_GetNumGamepadTouchpads(m_gamepad) > 0) {
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for (int finger = 0; finger < 2; ++finger) {
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bool down;
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float x, y;
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if (SDL_GetGamepadTouchpadFinger(m_gamepad, 0, finger, &down, &x, &y, NULL)) {
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state.OnTouchpad(finger, down, x, y);
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}
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}
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}
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// Gyro
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if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_GYRO)) {
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float gyro[3];
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if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_GYRO, gyro, 3)) {
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state.OnGyro(gyro);
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}
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}
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// Accel
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if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_ACCEL)) {
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float accel[3];
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if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_ACCEL, accel, 3)) {
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state.OnAccel(accel);
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}
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}
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return state;
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}
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float SDLInputEngine::GetGyroPollRate() const {
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return m_gyro_poll_rate;
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}
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float SDLInputEngine::GetAccelPollRate() const {
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return m_accel_poll_rate;
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}
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} // namespace Input
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namespace Frontend {
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using namespace Libraries::Pad;
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static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
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auto* controller = reinterpret_cast<Input::GameController*>(userdata);
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return controller->Poll();
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}
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WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_,
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std::string_view window_title)
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: width{width_}, height{height_}, controller{controller_} {
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if (!SDL_SetHint(SDL_HINT_APP_NAME, "shadPS4")) {
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UNREACHABLE_MSG("Failed to set SDL window hint: {}", SDL_GetError());
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}
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError());
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}
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING,
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std::string(window_title).c_str());
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height);
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SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, true);
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window = SDL_CreateWindowWithProperties(props);
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SDL_DestroyProperties(props);
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if (window == nullptr) {
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UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError());
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}
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SDL_SetWindowMinimumSize(window, 640, 360);
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bool error = false;
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const SDL_DisplayID displayIndex = SDL_GetDisplayForWindow(window);
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if (displayIndex < 0) {
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LOG_ERROR(Frontend, "Error getting display index: {}", SDL_GetError());
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error = true;
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}
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const SDL_DisplayMode* displayMode;
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if ((displayMode = SDL_GetCurrentDisplayMode(displayIndex)) == 0) {
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LOG_ERROR(Frontend, "Error getting display mode: {}", SDL_GetError());
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error = true;
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}
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if (!error) {
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SDL_SetWindowFullscreenMode(
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window, Config::getFullscreenMode() == "Fullscreen" ? displayMode : NULL);
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}
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SDL_SetWindowFullscreen(window, Config::getIsFullscreen());
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
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#if defined(SDL_PLATFORM_WIN32)
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window_info.type = WindowSystemType::Windows;
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window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
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SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
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#elif defined(SDL_PLATFORM_LINUX)
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if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) {
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window_info.type = WindowSystemType::X11;
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window_info.display_connection = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
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window_info.render_surface = (void*)SDL_GetNumberProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
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} else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
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window_info.type = WindowSystemType::Wayland;
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window_info.display_connection = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
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window_info.render_surface = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
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}
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#elif defined(SDL_PLATFORM_MACOS)
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window_info.type = WindowSystemType::Metal;
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window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
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#endif
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// input handler init-s
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Input::ControllerOutput::SetControllerOutputController(controller);
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Input::ControllerOutput::LinkJoystickAxes();
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Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
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}
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WindowSDL::~WindowSDL() = default;
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void WindowSDL::WaitEvent() {
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// Called on main thread
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SDL_Event event;
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if (!SDL_WaitEvent(&event)) {
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return;
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}
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if (ImGui::Core::ProcessEvent(&event)) {
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return;
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}
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switch (event.type) {
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_MAXIMIZED:
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case SDL_EVENT_WINDOW_RESTORED:
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OnResize();
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break;
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case SDL_EVENT_WINDOW_MINIMIZED:
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case SDL_EVENT_WINDOW_EXPOSED:
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is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
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OnResize();
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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case SDL_EVENT_MOUSE_WHEEL:
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case SDL_EVENT_MOUSE_WHEEL_OFF:
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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OnKeyboardMouseInput(&event);
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break;
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case SDL_EVENT_GAMEPAD_ADDED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
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break;
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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controller->SetTouchpadState(event.gtouchpad.finger,
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event.type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event.gtouchpad.x,
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event.gtouchpad.y);
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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OnGamepadEvent(&event);
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break;
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// i really would have appreciated ANY KIND OF DOCUMENTATION ON THIS
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// AND IT DOESN'T EVEN USE PROPER ENUMS
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case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
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switch ((SDL_SensorType)event.gsensor.sensor) {
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case SDL_SENSOR_GYRO:
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controller->Gyro(0, event.gsensor.data);
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break;
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case SDL_SENSOR_ACCEL:
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controller->Acceleration(0, event.gsensor.data);
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break;
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default:
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break;
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}
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break;
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case SDL_EVENT_QUIT:
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is_open = false;
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break;
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case SDL_EVENT_TOGGLE_FULLSCREEN: {
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
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SDL_SetWindowFullscreen(window, 0);
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} else {
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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}
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break;
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}
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case SDL_EVENT_TOGGLE_PAUSE:
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SDL_Log("Received SDL_EVENT_TOGGLE_PAUSE");
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if (DebugState.IsGuestThreadsPaused()) {
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SDL_Log("Game Resumed");
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DebugState.ResumeGuestThreads();
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} else {
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SDL_Log("Game Paused");
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DebugState.PauseGuestThreads();
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}
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break;
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default:
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break;
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}
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}
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void WindowSDL::InitTimers() {
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SDL_AddTimer(100, &PollController, controller);
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SDL_AddTimer(33, Input::MousePolling, (void*)controller);
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}
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void WindowSDL::RequestKeyboard() {
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if (keyboard_grab == 0) {
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SDL_RunOnMainThread(
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[](void* userdata) { SDL_StartTextInput(static_cast<SDL_Window*>(userdata)); }, window,
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true);
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}
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keyboard_grab++;
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}
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void WindowSDL::ReleaseKeyboard() {
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ASSERT(keyboard_grab > 0);
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keyboard_grab--;
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if (keyboard_grab == 0) {
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SDL_RunOnMainThread(
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[](void* userdata) { SDL_StopTextInput(static_cast<SDL_Window*>(userdata)); }, window,
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true);
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}
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}
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void WindowSDL::OnResize() {
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SDL_GetWindowSizeInPixels(window, &width, &height);
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ImGui::Core::OnResize();
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}
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Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) {
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SDL_Event off_event = *(SDL_Event*)og_event;
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off_event.type = SDL_EVENT_MOUSE_WHEEL_OFF;
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SDL_PushEvent(&off_event);
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delete (SDL_Event*)og_event;
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return 0;
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}
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void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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// get the event's id, if it's keyup or keydown
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const bool input_down = event->type == SDL_EVENT_KEY_DOWN ||
|
|
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
|
|
event->type == SDL_EVENT_MOUSE_WHEEL;
|
|
Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event);
|
|
|
|
// Handle window controls outside of the input maps
|
|
if (event->type == SDL_EVENT_KEY_DOWN) {
|
|
u32 input_id = input_event.input.sdl_id;
|
|
// Reparse kbm inputs
|
|
if (input_id == SDLK_F8) {
|
|
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
|
|
return;
|
|
}
|
|
// Toggle mouse capture and movement input
|
|
else if (input_id == SDLK_F7) {
|
|
Input::ToggleMouseEnabled();
|
|
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(),
|
|
!SDL_GetWindowRelativeMouseMode(this->GetSDLWindow()));
|
|
return;
|
|
}
|
|
// Toggle fullscreen
|
|
else if (input_id == SDLK_F11) {
|
|
SDL_WindowFlags flag = SDL_GetWindowFlags(window);
|
|
bool is_fullscreen = flag & SDL_WINDOW_FULLSCREEN;
|
|
SDL_SetWindowFullscreen(window, !is_fullscreen);
|
|
return;
|
|
}
|
|
// Trigger rdoc capture
|
|
else if (input_id == SDLK_F12) {
|
|
VideoCore::TriggerCapture();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if it's a wheel event, make a timer that turns it off after a set time
|
|
if (event->type == SDL_EVENT_MOUSE_WHEEL) {
|
|
const SDL_Event* copy = new SDL_Event(*event);
|
|
SDL_AddTimer(33, wheelOffCallback, (void*)copy);
|
|
}
|
|
|
|
// add/remove it from the list
|
|
bool inputs_changed = Input::UpdatePressedKeys(input_event);
|
|
|
|
// update bindings
|
|
if (inputs_changed) {
|
|
Input::ActivateOutputsFromInputs();
|
|
}
|
|
}
|
|
|
|
void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
|
|
|
|
bool input_down = event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION ||
|
|
event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN;
|
|
Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event);
|
|
|
|
// the touchpad button shouldn't be rebound to anything else,
|
|
// as it would break the entire touchpad handling
|
|
// You can still bind other things to it though
|
|
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) {
|
|
controller->CheckButton(0, OrbisPadButtonDataOffset::TouchPad, input_down);
|
|
return;
|
|
}
|
|
|
|
// add/remove it from the list
|
|
bool inputs_changed = Input::UpdatePressedKeys(input_event);
|
|
|
|
// update bindings
|
|
if (inputs_changed) {
|
|
Input::ActivateOutputsFromInputs();
|
|
}
|
|
}
|
|
|
|
} // namespace Frontend
|